26th ACM Symposium on Virtual Reality Software and Technology 2020
DOI: 10.1145/3385956.3418973
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The Impact of Missing Fingers in Virtual Reality

Abstract: Avatars in virtual reality (VR) can have body structures that differ from the physical self. Game designers, for example, often stylize virtual characters by reducing the number of fingers. Previous work found that the sensation of presence in VR depends on avatar realism and the number of limbs. However, it is currently unknown how the removal of individual fingers affects the VR experience, body perception, and how fingers are used instead. In a study with 24 participants, we investigate the effects of missi… Show more

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Cited by 20 publications
(11 citation statements)
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“…Instead of a static image, in the metaverse, each user could customize his/her unique digital identity in the form of an avatar ( Davis et al, 2009 ; Dionisio et al, 2013 ; Park and Kim, 2022 ). The construction of the digital identity is more user-defined and more advanced than before, for instance, it could edit the details of the avatar’s face ( Wei et al, 2004 ), body ( Kocur et al, 2020 ), and even facial expression ( Murphy, 2017 ). It is the surrogate identity of users in the virtual world which reflects the user’s persona and represents the ego in the real world.…”
Section: Origin Definition and Features Of The Metaversementioning
confidence: 99%
“…Instead of a static image, in the metaverse, each user could customize his/her unique digital identity in the form of an avatar ( Davis et al, 2009 ; Dionisio et al, 2013 ; Park and Kim, 2022 ). The construction of the digital identity is more user-defined and more advanced than before, for instance, it could edit the details of the avatar’s face ( Wei et al, 2004 ), body ( Kocur et al, 2020 ), and even facial expression ( Murphy, 2017 ). It is the surrogate identity of users in the virtual world which reflects the user’s persona and represents the ego in the real world.…”
Section: Origin Definition and Features Of The Metaversementioning
confidence: 99%
“…Several studies have discovered that the degree of avatar realism and the number of limbs affect the sense of presence in VR. In Kocur et al ( 122 ), research with 24 individuals revealed that the absence of the index fingers in particular decreases presence results in the highest phantom pain ratings, and drastically alters hand-interaction behavior. The relative employment of the thumb and index fingers, as opposed to the middle, ring, and little fingers, was likewise found to be higher with abstract hands than with realistic ones, even when the fingers were absent.…”
Section: Interaction Between Immersive Vr Environmentsmentioning
confidence: 99%
“…Won et al ( 2015 ) “playfully” pushed the envelope of such “homuncular flexibility” of somatic mappings by having a physical leg control a virtual arm, and vice versa (Won et al, 2015 ). More recently, Kocur et al ( 2020a ) leveraged new developments in hand tracking capacity across VR by exploring the impact of missing fingers in VR. Notably, representation of hands and limbs was observed to have no significant impact on various outcomes (e.g., body ownership, immersion, and emotional involvement) relative to VR representations excluding visual representations of limbs (Lugrin et al, 2018 ).…”
Section: Related Workmentioning
confidence: 99%
“…A potential compromise between the accessibility (e.g., less costly) of fewer sensors and greater reliability of motion capture systems (Jeong et al, 2020 ) may be achieved by integrating virtual reality sensors with a combination of inverse kinematic techniques (Roth et al, 2016 ; Caserman et al, 2019a ), pose estimation (Cao et al, 2017 ), and temporal convolutional networks (Lea et al, 2017 ). Motion tracking in VR has already been used to test homuncular flexibility (Won et al, 2015 ; Bailey et al, 2016 ; Herrera et al, 2020 ; Kocur et al, 2020a ), as well as health-based physical activity (Hahn et al, 2020 ; Navarro et al, 2020 ).…”
Section: Proteus Effect Expandedmentioning
confidence: 99%